﻿#pragma once

#include "Math/Color.h"
#include "Math/Quat.h"

//直射光所需的所有参数
struct SRenderDirectionalLightData
{
    SQuat Rotation;

    SColor Color;
    float Intensity;

    //光源到被照射物体的距离
    float MaxCastShadowDistance=1000.f;

    //每一级的阴影图距离相机近平面的距离
    TVector<float> CascadeMaxDepths={ 20.f,40.f,80.f,100.f };

    //阴影偏移(0,1)
    float ShadowBias=0.001f;
};
